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Introducing Character Animation with Blender PDF

515 Pages·2007·24.14 MB·English
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www.dbebooks.com - Free Books & magazines 02608ffirs.qxd 1/17/07 12:41 PM Page i Introducing Character Animation with Blender TONY MULLEN WILEY PUBLISHING, INC. 02608ffirs.qxd 1/17/07 12:41 PM Page i 02608ffirs.qxd 1/17/07 12:41 PM Page i Introducing Character Animation with Blender TONY MULLEN WILEY PUBLISHING, INC. 02608ffirs.qxd 1/17/07 12:41 PM Page ii Acquisitions Editor: Pete Gaughan Development Editor: Jim Compton Technical Editor: D. Roland Hess Production Editor: Eric Charbonneau Copy Editor: Nancy Sixsmith Production Manager: Tim Tate Vice President and Executive Group Publisher: Richard Swadley Vice President and Executive Publisher: Joseph B. Wikert Vice President and Publisher: Neil Edde Media Project Supervisor: Laura Atkinson Media Development Specialist: Kate Jenkins Book Designer: Caryl Gorska Compositor: Kate Kaminski, Happenstance Type-O-Rama Proofreader: Jen Larsen Indexer: Nancy Guenther Anniversary Logo Design: Richard Pacifico Cover Designer: Ryan Sneed Cover Images: Mauro Bonecchi, Sacha Goedegebure, the Blender Foundation’s Orange Project, Yuichi Miura Copyright © 2007 by Wiley Publishing, Inc., Indianapolis, Indiana Published simultaneously in Canada ISBN: 978-0-4701-0260-2 No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning or otherwise, except as permitted under Sections 107 or 108 of the 1976 United States Copyright Act, without either the prior written permission of the Publisher, or authorization through payment of the appropriate per-copy fee to the Copyright Clearance Center, 222 Rosewood Drive, Danvers, MA 01923, (978) 750-8400, fax (978) 646-8600. Requests to the Publisher for permission should be addressed to the Legal Department, Wiley Publishing, Inc., 10475 Crosspoint Blvd., Indianapolis, IN 46256, (317) 572-3447, fax (317) 572-4355, or online at http://www.wiley.com/go/permissions. Limit of Liability/Disclaimer of Warranty: The publisher and the author make no representations or warranties with respect to the accuracy or completeness of the contents of this work and specifically disclaim all warranties, including without limitation warranties of fitness for a par- ticular purpose. No warranty may be created or extended by sales or promotional materials. The advice and strategies contained herein may not be suitable for every situation. This work is sold with the understanding that the publisher is not engaged in rendering legal, accounting, or other professional services. If professional assistance is required, the services of a competent profes- sional person should be sought. Neither the publisher nor the author shall be liable for dam- ages arising herefrom. The fact that an organization or Website is referred to in this work as a citation and/or a potential source of further information does not mean that the author or the publisher endorses the information the organization or Website may provide or recommenda- tions it may make. Further, readers should be aware that Internet Websites listed in this work may have changed or disappeared between when this work was written and when it is read. For general information on our other products and services or to obtain technical support, please contact our Customer Care Department within the U.S. at (800) 762-2974, outside the U.S. at (317) 572-3993 or fax (317) 572-4002. Wiley also publishes its books in a variety of electronic formats. Some content that appears in print may not be available in electronic books. Library of Congress Cataloging-in-Publication Data is available from the publisher. TRADEMARKS: Wiley, the Wiley logo, and the Sybex logo are trademarks or registered trade- marks of John Wiley & Sons, Inc. and/or its affiliates, in the United States and other countries, and may not be used without written permission. [Insert any third-party trademark language.] All other trademarks are the property of their respective owners. Wiley Publishing, Inc., is not associated with any product or vendor mentioned in this book. 10 9 8 7 6 5 4 3 2 1 02608ffirs.qxd 1/17/07 12:41 PM Page iii Acknowledgments First and foremost, I would like to thank all the developers of Blender who, under Ton Roosendaal’s very capable leadership, have created what I consider to be the most powerful and reliable piece of open-source software available to artists of any kind. Blender’s open development model means that most of these developers are work- ing purely out of love for the project, and they deserve credit for their tremendous efforts and prodigious skills. You can find a complete list of the contributors to Blender’s code for each release on the appropriate release notes pages at www.blender.org. In addition to the developers of the code, I would like to specifically thank the Orange Project team for its hard work on creating the ideal showcase for Blender’s capabilities, Elephants Dream, and for its generosity in releasing it as an “open movie” for everyone to enjoy and learn from. I would also like to extend special thanks to Claudio “malefico” Andaur and all involved in the Plumiferos project for supplying me with material from that very promis- ing production. ■ Because classes and textbooks on Blender have so far been difficult to come by, becoming a skilled Blender user is almost by necessity a community endeavor. For this reason, I owe a huge debt of gratitude to the Blender users who regularly post at the BlenderArtists forum (http://blenderartists.org/forum/) and enable less-experienced users to benefit from their knowledge. The users and developers posting in this forum ensure that it remains the single most useful resource for Blenderers of all levels, and I learned most of what I know about Blender from people there. I would like to single out a few regular posters there who, knowingly or unknowingly, have been particularly helpful to me in my work on this book: Andy Dolphin (AndyD), Mike Stramba, (mstram), Roland Hess (Harkyman), Jason Pierce (Sketchy), Aligorith, Calvin, Jason van Gumster (Fweeb), Jonathan Williamson (mr_bomb), Derek Marsh (BgDM), Fligh, Jorge Rocha (Toloban), TorQ, Greybeard, Tom Musgrove (LetterRip), Campbell Barton (cambo), Andrew Cruse (Basil_Fawlty), Enrico Valenza (Env), Gimble, broken, and Nozzy. These are a few of the true Blender gurus, and I highly recommend readers of this book to take advantage of their knowledge and their willingness to share it. I also would like to extend my gratitude to the moderators of that forum who help to make it such a great environment. And of course, I am very grateful to all of the extraordinarily talented artists who supplied me with renders for the gallery and animations or .blendfiles for the accompanying DVD. Their excellent work provides a compelling showcase of what Blender is capable of. ■ This book wouldn’t have seen the light of day without the support and expertise of editors Pete 02608ffirs.qxd 1/17/07 12:41 PM Page iv Gaughan and Jim Compton, marketing manager Kelly Trent, as well as the efforts of all at Sybex who had a hand in putting the book together and getting it out. I would like to thank them all very much. Many thanks also to Bassam Kurdali and especially Roland Hess for enabling me to benefit from their Blender expertise through their comments and corrections as technical editors on the book. I would also like to express my gratitude to all of my col- leagues at Tsuda College in Tokyo for their support for this book and to my students for allowing some of my enthusiasm for Blender to rub off on them. ■ On a personal note, I would like to express my gratitude to Yuka Haraguchi for her encouragement, support, and patience throughout my work on this book and all my time-and-attention-consuming Blender-related activities. I would also like to extend very special thanks to my mother for taking me along on her trips to the art supply store when I was a child—especially for the day when she acquiesced to the pleas of six-year-old me and bought me my own copy of Preston Blair’s Animation(which I still own to this day). ■ Finally, I’d like to dedicate this book to the memory of my father, whose impressive collection of vintage Pogo books helped to instill in me a love of cartooning in all its forms, and whose keen interest in the evolution of computer graphics would have made him a natural Blender fan. About the Author Tony Mullen, Ph.D., has a broad background in CG-related work. He cur- rently teaches in the Department of Computer Science at Tsuda College in Tokyo, in which his courses have included modeling and animation using the Blender open-source 3D software package and courses on the Python programming language (the language used for scripting in Blender). He has worked as a newspaper cartoonist, illustrator, animator, computer programmer, researcher, and university lecturer. As a freelance animator, Mullen has created animations for several independent film- makers and for the Jido Kanji educational software project. As an independent filmmaker himself, he worked on several short films, including the award-winning Super-8 short The Devices of Gustav Braüstache, Bachelor of Science(co-writer), and the recently completed 16 mm live action/stop motion animated film Gustav Braüstache and the Auto-Debilitator (co-writer and co-director with Rob Cunningham, lead animator), which is currently in submission at several international film festivals. Mullen is currently completing work on an animated short of his own in Blender. 02608ftoc.qxd 1/17/07 12:34 PM Page v Contents Forewords viii Introduction x PART I ■ CREATING A CHARACTER WITH BLENDER 1 Chapter 1■ Blender Basics: Interface and Objects 3 Work Areas and Window Types 4 Navigating the 3D Space 9 Objects and Datablocks 18 User Preferences 24 Chapter 2■ Working with Meshes 27 Polygons and Subsurfacing 28 Extrusion Modeling and Box Modeling 32 Chapter 3■ Completing the Model with Materials, Textures, and Particles 89 Material Datablock 90 Material Properties 92 Textures and UV Mapping 99 Using Static Particles 116 Chapter 4■ Armatures and Rigging 129 Blender Armature System 130 Building a Simple Armature 131 Rigging Captain Blender 141 Chapter 5■ Shape Keys and Facial Rigging 187 Shape Key Basics 188 Building a Shape Key Set for Captain Blender 198 Facial Bones and Controls 217 Improved Mesh Deformations Using Driven Shape Keys 234 02608ftoc.qxd 1/17/07 12:34 PM Page vi PART II ■ BRINGING IT TO LIFE: ANIMATION 239 Chapter 6■ Basics of Animation 241 Keyframes and Ipos 242 Using the Ipo Editor: Bouncing a Ball 244 Interpolation and Extend Types 252 Chapter 7■ Armature Animation 259 Posing and Keyframing with the Action Editor 260 Walk and Run Cycles 273 Pose-to-Pose Animation 288 Chapter 8■ Facial Animation and Lip Sync 299 Facial Posing 300 Lip Sync 306 Playback 312 Chapter 9■ Nonlinear Animation 315 Using the NLA Editor 316 NLA in Action 325 Mixing Actions: Walking and Talking 337 Chapter 10■ Further Issues in Character Animation 341 Interacting with Props 342 Deformation with Lattices 350 Softbodies and Metaballs 356 Chapter 11■ Lighting, Rendering, and Editing Your Animation 363 Lighting Basics 364 Rendering Your Animation 379 Editing in the Sequence Editor 383 Chapter 12■ Using Python Scripts 387 Installing and Executing Python Scripts 388 Standard Scripts 389 Extended Functionality with Scripts 396 02608ftoc.qxd 1/17/07 12:34 PM Page vii PART III ■ BLENDER IN PRODUCTION 399 Chapter 13■ Full-Scale Productions: Elephants Dream and Plumiferos 401 GPL, Creative Commons, and the Blender Artistic License 402 Elephants Dream, the World’s First “Open Movie” 403 A Preview of Plumiferos 405 Chapter 14■ A Look Into Elephants Dream 407 Proog and Emo Rigs 408 Texturing Proog 421 Ways of Walking: Following a Path vs. a Manually Keyed Walk 422 Tips on Studying the Elephants Dream Files 424 Chapter 15■ Feifi the Canary: Plumiferos Takes Wing 427 Introducing Feifi 428 Rigging a Cartoon Bird 432 Chapter 16■ Blender in the Pipeline 441 Production Pipeline 442 Using Libraries 445 Collaboration with Subversion and Verse 445 …and Back Into Blender 446 PART IV ■ BLENDER AND BEYOND 449 Chapter 17■ Other Software and Formats 451 Importing and Exporting Other File Formats 452 Useful Open-Source Software for Blender Artists 453 Blending into the (Near) Future 457 Chapter 18■ Resources for Further Learning 459 Selected Online Resources 460 Recommended Books 464 On Becoming a Blender Master 466 Index 467

Description:
Blender basics: interface and objects -- Working with meshes -- Armatures and rigging -- Shape keys and facial rigging -- Basics of animation -- Armature animation -- Facial animation and lip sync -- Nonlinear animation -- Further issues in character animation -- Lighting, rendering, and editing you
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